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		<title>BSixdofRestraint</title>
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		<h1>BSixdofRestraint</h1>
		<p>Inherites from<a href="BRestraint.html">BRestraint</a></p>
		<p id="resume"></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BSixdofRestraint()">BSixdofRestraint</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BSixdofRestraint(const BString&)">BSixdofRestraint</a>(const BString& name);</td></tr>
			<tr><td align="right"></td><td><a href="#BSixdofRestraint(BBody*, const BVector&)">BSixdofRestraint</a>(BBody* bodyA, const BVector& pivotA);</td></tr>
			<tr><td align="right"></td><td><a href="#BSixdofRestraint(BBody*, BBody*)">BSixdofRestraint</a>(BBody* bodyA, BBody* bodyB);</td></tr>
			<tr><td align="right"></td><td><a href="#BSixdofRestraint(BBody*, const BVector&, BBody*, const BVector&)">BSixdofRestraint</a>(BBody* bodyA, const BVector& pivotA, BBody* bodyB, const BVector& pivotB);</td></tr>
			<tr><td align="right"></td><td><a href="#~BSixdofRestraint()">~BSixdofRestraint</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#copy(const BRestraint*)">copy</a>(const BRestraint* other);</td></tr>
			<tr><td align="right">virtual BRestraint* </td><td><a href="#clone()">clone</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearLowerLimit(BReal, BReal, BReal)">setLinearLowerLimit</a>(BReal minx, BReal miny, BReal minz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearLowerLimit(const BVector&)">setLinearLowerLimit</a>(const BVector& linearLower);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#linearLowerLimit()">linearLowerLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearUpperLimit(BReal, BReal, BReal)">setLinearUpperLimit</a>(BReal maxx, BReal maxy, BReal maxz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearUpperLimit(const BVector&)">setLinearUpperLimit</a>(const BVector& linearUpper);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#linearUpperLimit()">linearUpperLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearFactor(BReal, BReal, BReal)">setLinearFactor</a>(BReal xfactor, BReal rfactor, BReal zfactor);</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearFactor(const BVector&)">setLinearFactor</a>(const BVector& linearFactor);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#linearFactor()">linearFactor</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularLowerLimit(BReal, BReal, BReal)">setAngularLowerLimit</a>(BReal minx, BReal miny, BReal minz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularLowerLimit(const BVector&)">setAngularLowerLimit</a>(const BVector& angularLower);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularLowerLimit()">angularLowerLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularUpperLimit(BReal, BReal, BReal)">setAngularUpperLimit</a>(BReal maxx, BReal maxy, BReal maxz);</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularUpperLimit(const BVector&)">setAngularUpperLimit</a>(const BVector& angularUpper);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularUpperLimit()">angularUpperLimit</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularFactor(BReal, BReal, BReal)">setAngularFactor</a>(BReal xfact, BReal yfact, BReal zfact);</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularFactor(const BVector&)">setAngularFactor</a>(const BVector& angularFactor);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angularFactor()">angularFactor</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorEnabled(int, bool)">setLinearMotorEnabled</a>(int index, bool motorEnabled);</td></tr>
			<tr><td align="right">bool </td><td><a href="#linearMotorEnabled(int)">linearMotorEnabled</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorTarget(int, BReal)">setLinearMotorTarget</a>(int index, BReal motorTarget);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorTarget(int)">linearMotorTarget</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorVelocity(int, BReal)">setLinearMotorVelocity</a>(int index, BReal motorVelocity);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorVelocity(int)">linearMotorVelocity</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLinearMotorMaxForce(int, BReal)">setLinearMotorMaxForce</a>(int index, BReal motorMaxForce) const;</td></tr>
			<tr><td align="right">BReal </td><td><a href="#linearMotorMaxForce(int)">linearMotorMaxForce</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorEnabled(int, bool)">setAngularMotorEnabled</a>(int index, bool motorEnabled);</td></tr>
			<tr><td align="right">bool </td><td><a href="#angularMotorEnabled(int)">angularMotorEnabled</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorTarget(int, BReal)">setAngularMotorTarget</a>(int index, BReal motorTarget);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorTarget(int)">angularMotorTarget</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorVelocity(int, BReal)">setAngularMotorVelocity</a>(int index, BReal motorVelocity);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorVelocity(int)">angularMotorVelocity</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setAngularMotorMaxForce(int, BReal)">setAngularMotorMaxForce</a>(int index, BReal motorMaxForce) const;</td></tr>
			<tr><td align="right">BReal </td><td><a href="#angularMotorMaxForce(int)">angularMotorMaxForce</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#enableSpring(int, bool)">enableSpring</a>(int index, bool onOff);</td></tr>
			<tr><td align="right">bool </td><td><a href="#isSpringEnabled(int)">isSpringEnabled</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setStiffness(int, BReal)">setStiffness</a>(int index, BReal stiffness);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#getStiffness(int)">getStiffness</a>(int index) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setDamping(int, BReal)">setDamping</a>(int index, BReal damping);</td></tr>
			<tr><td align="right">BReal </td><td><a href="#getDamping(int)">getDamping</a>(int index) const;</td></tr>
			<tr><td align="right">virtual int </td><td><a href="#solverSize()">solverSize</a>();</td></tr>
			<tr><td align="right">virtual void </td><td><a href="#soverItems(BSolverItem*, BReal)">soverItems</a>(BSolverItem* solverItems, BReal stepTime);</td></tr>
			<tr><td align="right">BVector </td><td><a href="#offset()">offset</a>() const;</td></tr>
			<tr><td align="right">BVector </td><td><a href="#angle()">angle</a>() const;</td></tr>
		</table>
		<div id="desc">
			<h2>Detailed Description :</h2>
		</div>
		<h2 id="docs">Member Documentation :</h2>
		<div id="BSixdofRestraint()">
			<h3>BSixdofRestraint();</h3>
		</div>
		<div id="BSixdofRestraint(const BString&)">
			<h3>BSixdofRestraint(const BString&amp; name);</h3>
		</div>
		<div id="BSixdofRestraint(BBody*, const BVector&)">
			<h3>BSixdofRestraint(BBody* bodyA, const BVector&amp; pivotA);</h3>
		</div>
		<div id="BSixdofRestraint(BBody*, BBody*)">
			<h3>BSixdofRestraint(BBody* bodyA, BBody* bodyB);</h3>
		</div>
		<div id="BSixdofRestraint(BBody*, const BVector&, BBody*, const BVector&)">
			<h3>BSixdofRestraint(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</h3>
		</div>
		<div id="~BSixdofRestraint()">
			<h3>~BSixdofRestraint();</h3>
		</div>
		<div id="copy(const BRestraint*)">
			<h3>virtual void copy(const BRestraint* other);</h3>
		</div>
		<div id="clone()">
			<h3>virtual BRestraint* clone() const;</h3>
		</div>
		<div id="setLinearLowerLimit(BReal, BReal, BReal)">
			<h3>void setLinearLowerLimit(BReal minx, BReal miny, BReal minz);</h3>
		</div>
		<div id="setLinearLowerLimit(const BVector&)">
			<h3>void setLinearLowerLimit(const BVector&amp; linearLower);</h3>
		</div>
		<div id="linearLowerLimit()">
			<h3>BVector linearLowerLimit() const;</h3>
		</div>
		<div id="setLinearUpperLimit(BReal, BReal, BReal)">
			<h3>void setLinearUpperLimit(BReal maxx, BReal maxy, BReal maxz);</h3>
		</div>
		<div id="setLinearUpperLimit(const BVector&)">
			<h3>void setLinearUpperLimit(const BVector&amp; linearUpper);</h3>
		</div>
		<div id="linearUpperLimit()">
			<h3>BVector linearUpperLimit() const;</h3>
		</div>
		<div id="setLinearFactor(BReal, BReal, BReal)">
			<h3>void setLinearFactor(BReal xfactor, BReal rfactor, BReal zfactor);</h3>
		</div>
		<div id="setLinearFactor(const BVector&)">
			<h3>void setLinearFactor(const BVector&amp; linearFactor);</h3>
		</div>
		<div id="linearFactor()">
			<h3>BVector linearFactor() const;</h3>
		</div>
		<div id="setAngularLowerLimit(BReal, BReal, BReal)">
			<h3>void setAngularLowerLimit(BReal minx, BReal miny, BReal minz);</h3>
		</div>
		<div id="setAngularLowerLimit(const BVector&)">
			<h3>void setAngularLowerLimit(const BVector&amp; angularLower);</h3>
		</div>
		<div id="angularLowerLimit()">
			<h3>BVector angularLowerLimit() const;</h3>
		</div>
		<div id="setAngularUpperLimit(BReal, BReal, BReal)">
			<h3>void setAngularUpperLimit(BReal maxx, BReal maxy, BReal maxz);</h3>
		</div>
		<div id="setAngularUpperLimit(const BVector&)">
			<h3>void setAngularUpperLimit(const BVector&amp; angularUpper);</h3>
		</div>
		<div id="angularUpperLimit()">
			<h3>BVector angularUpperLimit() const;</h3>
		</div>
		<div id="setAngularFactor(BReal, BReal, BReal)">
			<h3>void setAngularFactor(BReal xfact, BReal yfact, BReal zfact);</h3>
		</div>
		<div id="setAngularFactor(const BVector&)">
			<h3>void setAngularFactor(const BVector&amp; angularFactor);</h3>
		</div>
		<div id="angularFactor()">
			<h3>BVector angularFactor() const;</h3>
		</div>
		<div id="setLinearMotorEnabled(int, bool)">
			<h3>void setLinearMotorEnabled(int index, bool motorEnabled);</h3>
		</div>
		<div id="linearMotorEnabled(int)">
			<h3>bool linearMotorEnabled(int index) const;</h3>
		</div>
		<div id="setLinearMotorTarget(int, BReal)">
			<h3>void setLinearMotorTarget(int index, BReal motorTarget);</h3>
		</div>
		<div id="linearMotorTarget(int)">
			<h3>BReal linearMotorTarget(int index) const;</h3>
		</div>
		<div id="setLinearMotorVelocity(int, BReal)">
			<h3>void setLinearMotorVelocity(int index, BReal motorVelocity);</h3>
		</div>
		<div id="linearMotorVelocity(int)">
			<h3>BReal linearMotorVelocity(int index) const;</h3>
		</div>
		<div id="setLinearMotorMaxForce(int, BReal)">
			<h3>void setLinearMotorMaxForce(int index, BReal motorMaxForce) const;</h3>
		</div>
		<div id="linearMotorMaxForce(int)">
			<h3>BReal linearMotorMaxForce(int index) const;</h3>
		</div>
		<div id="setAngularMotorEnabled(int, bool)">
			<h3>void setAngularMotorEnabled(int index, bool motorEnabled);</h3>
		</div>
		<div id="angularMotorEnabled(int)">
			<h3>bool angularMotorEnabled(int index) const;</h3>
		</div>
		<div id="setAngularMotorTarget(int, BReal)">
			<h3>void setAngularMotorTarget(int index, BReal motorTarget);</h3>
		</div>
		<div id="angularMotorTarget(int)">
			<h3>BReal angularMotorTarget(int index) const;</h3>
		</div>
		<div id="setAngularMotorVelocity(int, BReal)">
			<h3>void setAngularMotorVelocity(int index, BReal motorVelocity);</h3>
		</div>
		<div id="angularMotorVelocity(int)">
			<h3>BReal angularMotorVelocity(int index) const;</h3>
		</div>
		<div id="setAngularMotorMaxForce(int, BReal)">
			<h3>void setAngularMotorMaxForce(int index, BReal motorMaxForce) const;</h3>
		</div>
		<div id="angularMotorMaxForce(int)">
			<h3>BReal angularMotorMaxForce(int index) const;</h3>
		</div>
		<div id="enableSpring(int, bool)">
			<h3>void enableSpring(int index, bool onOff);</h3>
		</div>
		<div id="isSpringEnabled(int)">
			<h3>bool isSpringEnabled(int index) const;</h3>
		</div>
		<div id="setStiffness(int, BReal)">
			<h3>void setStiffness(int index, BReal stiffness);</h3>
		</div>
		<div id="getStiffness(int)">
			<h3>BReal getStiffness(int index) const;</h3>
		</div>
		<div id="setDamping(int, BReal)">
			<h3>void setDamping(int index, BReal damping);</h3>
		</div>
		<div id="getDamping(int)">
			<h3>BReal getDamping(int index) const;</h3>
		</div>
		<div id="solverSize()">
			<h3>virtual int solverSize();</h3>
		</div>
		<div id="soverItems(BSolverItem*, BReal)">
			<h3>virtual void soverItems(BSolverItem* solverItems, BReal stepTime);</h3>
		</div>
		<div id="offset()">
			<h3>BVector offset() const;</h3>
		</div>
		<div id="angle()">
			<h3>BVector angle() const;</h3>
		</div>
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